Good lord, you wander off for a couple days and the thread explodes. I suppose I should be used to it by now....
All I can say now with this rework is:
Bugbear Assassins.
I'm already planning a Bugbear bounty hunter. Not sure if it'll be a Rogue or a Ranger yet.
Fair enough, but D&D needs to handle [both Conan and Elric.]
I think TTRPGs should handle both Conan and Elric. I'm not convinced that
the same TTRPG needs to handle both Conan and Elric.
Like I don't expect to pick up a fantasy novel and have it be Swords & Sorcery, and Pulp Fantasy, and Heroic Fantasy, and Epic High Fantasy, and Historical Fantasy, etc. Fantasy has evolved and broadened a lot since 1974. Even since 2001.
I think the mechanics will always be designed towards a given subgenre, even for a game that supposed to be as broadly appealing as D&D is. The current edition is trying to be more focused on heroic fantasy. That means the characters are motivated by ideology or morality rather than by a desire for material gain. That's why they've progressively reduced how important magic items are over the course of the edition. I much prefer pulp fantasy where the players are seeking to find cool loot and adventures that don't involve saving the world all the time. But 5e is really not built around that. Neither was 4e. 3e was a bit better. It's not even about gritty realism vs rapid recovery. It's entirely different ways the game structures player rewards.
In the short term that's true. In the longer term, though moving away from short rests to PB calls into question whether the short rest design will be retained in DND2024. I don't think it's guaranteed either way by this change though. Using PB/day or similar simply makes it easier to measure and balance these abilities.
However, the short-rest/long rest issue is one of the major sticking points of 5E, and if they wanted to sever the Gordian knot on that, one method might be to simply eliminate short-rest as a general mechanic. There are various approaches you could then take. The obvious one is giving people the base number + 2x short rest's worth of abilities per day. Alternatively, you could give classes which currently tie into short rest their own reset mechanics, like maybe Monks meditate for 10 minutes up to 2/day to regen Ki, Battlemasters sit and plan tactics for 10 minutes up to 2/day or whatever to get their dice back and so on. That way you eliminate the need to take a 1hr break in the middle of a dungeon just because someone needs resources back, and you'd really reduce the issues with balancing shorter adventuring days.
I suspect they'll retain a 1hr "HP regain" short rest though - it's just that cutting everything except HP away from that would make things a lot easier to balance.
I think the goal is to completely decouple ability recovery from short rests. The idea of running 6-8 pretty easy encounters to try to nickel and dime your PCs into taking short rests isn't entirely bad, but it means that days where you only have 1 fight feel really unbalanced between classes. And I don't think you can reasonably set up a game to just
never have single combat encounter days, so it ends up being a poor design. Sometimes you want super big combats. Sometimes the only combat is a random encounter. Sometimes the PCs roll really badly. The game's class balance can't break when that happens, but on a single encounter day a Fighter has the resources of 2 encounters, while a Wizard has the resources of 6-8. The design is too inflexible.
However, short rests just for recovery of HP are great, especially if you don't want gritty realism. I think short rests to spend HD are one of the better additions to the game. I just don't like how some classes need lots of short rests. And maybe not how you only recover half your HD each day. I think you can do a lot by changing the rest schedule, but I don't think you can easily change the rest schedule when ability recovery is so unequal.
There is a reason why Gygax said, way back in 1979 in the DMG, that D&D is not a simulation of realism, and anyone wanting that should play a different game.
Was it the dragons?
I still think this was a supply chain issue rather than some coordinated effort. All the initial print run ended up in the gift set, and it took a long time to get a second print run for standalone copies out.
I bet after a few drinks, nearly anyone at WotC would admit this was a worst case scenario for print run.
There is definitely a supply chain issue. Matt Colville has said on stream that MCDM's physical copies of Kingdoms & Warfare were still delayed due to supply chain problems, and they're like six months behind the PDF release at this point. The limiting factor has been finding a printer that has
paper. Granted, MCDM is not WotC/Hasbro scale, but "I'd like to print my book but there is no paper" is kind of strange.